Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
It's a solid game for the price. If you like horde mode style games with a progression system and solid gunplay then you will enjoy the game. However longevity is heavily dependent on the user since there is a lack of content at the moment.
As annoying as it is how slow the development is, we shouldn't be all that surprised. We chose to ignore the major warning flag that was "When is this game coming out? When it's done..." Seriously, no amount of pretty youtube videos, gaming convention interviews, or forum promises could make up for such a complete lack of planning. I'm sorry but no reliable business tells you "don't worry guys we'll get our product to you eventually". It's just pure shit planning. It's like the 30-something year old living with his parents saying week after week, "i swear guys, ill have a job and be out of here in no time". A big point to game development is knowing when to stop working on your game, cause otherwise you will over obsess about it being perfect and thus it will never get released. And I feel like this is what's happening now. It would be a lot more fun to talk about something else, but fucking hell where is sharpshooter, March just rolled past with nothing more about it's release.
Almost zero information given from the devs for several weeks now concerning even sharpshooter, let alone the other two classes they've not said a fucking word about.
[QUOTE=Xonax;50030305]What is everyone's opinion on KF2?[/QUOTE]
I think it's fine. Missing content and slow updates aside, it's still a solid game in it's current state.
[QUOTE=Xonax;50030305]What is everyone's opinion on KF2?[/QUOTE]
worth a buy. the dev cycle is slow but the gameplay is fun, you can get hooked for a while (especially if you care about leveling, while it doesn't take as long as level 6 in kf1 it can take a while to get max), classes feel a lot different from each other, and the difficulty levels mean that anyone from a super casual shitter to some hardcore mlg can have tons of fun.
It really isn't a bad pick up at $30 to be honest.
the low amount of communication is what annoys me most really
it's [I]SO EASY[/I] to feed people small updates and reminders that, yes, they are still working
We just had a WWAUT last week though?
[QUOTE=DrCactus;50034172]We just had a WWAUT last week though?[/QUOTE]
but nothing for along while before that.
Continuing the "should I buy KF2" gist of the thread-- it's definitely a very fun game with great base mechanics, but also a lot of spots that lack polish & may become annoying after a while. You definitely don't have to care about most of them, but it can get aggravating to realize that dumb stuff like zeds instantly popping up on top of railings/rubble/each other has been unfixed for over a year.
149.4MB Update, no notes yet, anyone else?
[QUOTE=Zombie626;50034686]149.4MB Update, no notes yet, anyone else?[/QUOTE]
Just an update for Microsoft VC Redist.
[url]https://steamdb.info/app/232090/history/[/url]
Shuu on Discord says it's to test something internally though. Not sure what to make of that.
[QUOTE=Zombie626;50034686]149.4MB Update, no notes yet, anyone else?[/QUOTE]
yep, got it here as well. Probably bug fixes, I sincerely doubt it's the new build
[QUOTE=lilguy;50034707]Just an update for Microsoft VC Redist.
[url]https://steamdb.info/app/232090/history/[/url]
Shuu on Discord says it's to test something internally though. Not sure what to make of that.[/QUOTE]
[quote]19:38 - [TW]Yoshiro: Yup its updated pre-reqs
19:38 - [TW]Yoshiro: due to the new compiler
19:38 - [TW]Yoshiro: since we are on a new version of VB[/quote]
Hopefully means update tomorrow.
[quote]Not today. QA is generating bugs and other departments are working on fixes. When this looks to be settled down I will talk about release. I think the last patch build I saw was about 7 gigs.[/quote]
nvm probably another 3 months to go
I just wish we'd get even the smallest of patches/fixes/balance changes on a somewhat regular basis
The problem is that most of the time that there's balance issues, instead of just making small changes to try and find a solution, they'll revamp the whole damn thing
I'm always secretly hoping that when I see this thread has "5+ new posts" it's because the update came out and people are discussing it.
I actually find it lovely that you people keep repeatin that exact same post just about every month :v:
Wow there was 1 new post I thought it'd be about the update wtf
I am more excited for their hotfix system so they can tweak values and have them apply on map change than I am for Sharpshooter or PVP. They really seem to be thinking ahead, hopefully this and the improved analytic stuff will make balancing way more efficient in the long run.
The game has needed horrific balance changes since day one, and almost nothing has been done to the waves.
It seems to me that most of the time someone is guaranteed to get killed in the first minute of waves past 6.
I would be more excited about the hotfix change except that they have barely done any balancing updates in a long time so I'm not expecting much out of it.
i can't wait for the hotfix system to be used to dish out cosmetics constantly rather than actual hotfixes.
When will they add midget zombies, that'd be bitching.
The "hotfix" system was made to release balance changes without client updates.
I'ts kinda hard to release cosmetics without client updates.
another tuesday, another lack of an update.
yeesh.
They added the prison map achievements yesterday so my money is on release this week
[QUOTE=Xubs;50039860]Also the introduction of the game auto-director
they really needed that since the beginning, and if it works as I hope it does then it'll fix the most major problem I've had with KF2...
... and that is, I'm sick of playing 2 player private matches on Hard and getting completely fucking destroyed on wave 7 to 2 fleshpounds. [I]2[/I] fleshpounds. On wave 7. With 2 people.
we have literally never won a hard match, with two level 20s. We've made it to the boss twice but that's it.[/QUOTE]
I don't really see how a director will alleviate that, if tripwire signed off on the current spawn ratios and health values I dunno why a 'director' would have settings significantly different from that.
Trip have shown repeatedly they have no idea how to balance this game, which is a real shame. I honestly have to wonder who was in charge of balance in KF1, because I'm pretty sure he either got fired or he's b een drunk the whole time for KF2.
[QUOTE=Empty_Shadow;50079501]I don't really see how a director will alleviate that, if tripwire signed off on the current spawn ratios and health values I dunno why a 'director' would have settings significantly different from that.
Trip have shown repeatedly they have no idea how to balance this game, which is a real shame. I honestly have to wonder who was in charge of balance in KF1, because I'm pretty sure he either got fired or he's b een drunk the whole time for KF2.[/QUOTE]
IMO balance in KF1 wasn't much better. While it wasn't the clusterfuck KF2 is where mechanics are added in without being properly implemented (yeah scrakes ballet dancing is better than having them run in a straight line towards you but it's almost impossible to get them off your ass) KF1 still suffered from ridiculous stat differences through leveling (ex: level 6 commando had +50% damage, -40% recoil, 70% discount on perk weapons, etc.). KF1 had some wonky balance where hitting 5-6 would make you an unstoppable powerhouse that could go off on his own and murder everything without fearing any sort of disadvantage like missing out on certain perks since you were given everything and had nothing to choose from. Both games are kinda messed up in their own ways.
But anyway I don't know why there's a need for a "director" when there is a difficulty setting you can choose from, and I don't trust Tripwire with making an AI that will supposedly properly tweak gameplay when they themselves can't make the difference between satisfying difficulty and masochistic frustration. They should just hurry up with sandbox mode so people/servers can make their own waves and never get bored or be unsatisfied, it would be interesting if this time sandbox difficulty allowed people to tweak things that aren't just waves like health/speed/damage/behavior and just generally allowing people to change how the game plays out without having to create new zed classes via mods to change their behavior.
KF1 has really good balance if you're playing on a team at your own skill and perk level. It was never intended for rank 6s to play with rank 1s on normal.
At high level play KF1 has excellent balance, suicidal with 5 friends plays really well and there's not many optimal strategies and everything is very beatable without being frustrating. Admittedly it didn't launch that way, but the difference between the KF1 launch and the KF2 launch is that when tripwire made KF1 they hadn't ever made a coop game before, but with KF2 they've already made a well balanced and excellent shooter.
That's why it's so frustrating that they drop the ball on nearly every element of KF2. They've shown they can do better, much better, so why the fuck did we get something as poor as this? I don't expect it to be perfect but there's so much about KF2 that is either lazy, poorly thought out or just plain ignored. Why is hans such an awful boss when the Patriarch works so well in KF1? Why are half the weapons in the game basically useless?
[QUOTE=Empty_Shadow;50079642]Admittedly it didn't launch that way, but the difference between the KF1 launch and the KF2 launch is that [b]when tripwire made KF1 they hadn't ever made a coop game before[/b], but with KF2 they've already made a well balanced and excellent shooter.[/QUOTE]
What exactly do you mean by that? The fundamentals were already laid out when KF was a mod (I really miss that shit) for ut2004, AFAIK Tripwire mostly just fleshed it out, made it less clunky and added some extra content to it.
TWI will be streaming PvP mode at 1PM EST, [url]https://www.twitch.tv/tripwireinteractive[/url]
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